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Former player
Joined: 6/15/2005
Posts: 1711
Me and jxq2000 have moved the discussion to email. Because of that there's no need for us to upload every single update and post here about it. We might release an update sooner of later to let you guys see how it's going, but we have no plans on doing that at the moment.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
well I just hope that you don't overlook anything which you might have to improve later on :( ~ 100 eyes see more than just 4
Former player
Joined: 6/15/2005
Posts: 1711
jxq is doing a superb job changing levels early in the movie, it doesn't look anything like what was posted in this thread anymore.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 10/17/2004
Posts: 226
Location: Bonn, Germany
I think you misunderstood me Right now only you 2 are watching the movie and looking for possible improvements. So, chances are quite high that you might overlook something (especially when watching your own play). And when you later present a 2 hours movie to the whole community, people will be overwhelmed and can't look for possible mistakes anymore (and you will probably not be in the mood anymore to fix it). Just from my experience... but it's up to you
Former player
Joined: 6/15/2005
Posts: 1711
Yes I did misunderstand you, sorry I was very tired :) We have decided to share our progress with the experienced SMW/SDW speedrunners who are willing to look for mistakes/possible improvements, so if you, flagitious or someone else who's done SMW speedruns are interested you're welcome to contact me on IRC and I'll send you the smv.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 6/15/2005
Posts: 1711
I'm going to sleep now, tomorrow I'll be doing Sky World 6. If anyone can tell me how the sky colour shifting works (is the route VIPer7 took in his walkthrough the fastest for example?) that'd be great, that should save me some experimenting :) I haven't even looked at the level yet.
Zoey Ridin' High <Fabian_> I prett much never drunk
Player (36)
Joined: 9/11/2004
Posts: 2623
I'm curious, how far along are you guys?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 6/15/2005
Posts: 1711
We're almost entirely finished with Sky World, I'll probably start on Ice World 1 today.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Fantastic news! Keep it up!
/Walker Boh
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Yeah, Sky World is now finished, at a time of around 51 minutes. Hopefully we can keep up this pace!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Kinda disappointed that there's no WIPs...
Player (36)
Joined: 9/11/2004
Posts: 2623
DeHackEd wrote:
Kinda disappointed that there's no WIPs...
I am as well.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 8/17/2004
Posts: 377
OmnipotentEntity wrote:
DeHackEd wrote:
Kinda disappointed that there's no WIPs...
I am as well.
Thirded, but still really looking forward to the run.
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Fourthed. I think a few WIPs could improve the quality drastically in this game, just as it did with Viper's full SMW run.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
The reason we haven't put WIPs on the forum recently is to keep the run a surprise to the majority of the community, much like Angerfist is for his current MM4 run. However, like Fab said earlier, we are sharing the run with those who want to help in quality control, in an effort to end up with the best run we can make. And if enough people really want to see the progress, we may change our minds on this. Thanks to everyone for their interest!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Adding name to "please change your minds" list. :)
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
I know im the 432809th person to say this but, can we maybe get a WIP? i would just like to see how its coming along.
Former player
Joined: 6/15/2005
Posts: 1711
It's very nice to see this much interest for the run. I was a little surprised with how little people seemed to care about it earlier. Thanks for your support everyone! You made me change my mind for now. Here is our current run. This will very likely be the only WIP we'll release until the run is finished. Note that the Ice World 1b, 5 and Ice Igloo levels are experimental at this moment, and shouldn't really be included, but I'm too lazy to cut them out. They will/might look very different in the final run. I hope you'll like it, please let us know what you think! Enjoy.
Zoey Ridin' High <Fabian_> I prett much never drunk
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Also it should be noted that this needs to be watched from the beginning, not a savestate made from the earlier WIPs, because it has been changed from the very first level.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The only (potential) flaw I noticed was when you punched through the monsters-only block in Castle #2. You were twitching while you did it so it might not have been avoidable. Other than that, I think you know what my reaction is...
Former player
Joined: 8/17/2004
Posts: 377
On three seperate occasions I made a note to ask a question about why you did something during the movie, but you answered it in the course of playing. (Why you did the desert levels in the order you did, for example). There's really only one question I have: In the red Crystal Cavern world (I think its the third one?) there's a part where you crash into the ground in a narrow hallway and kill four spike-top enemies, which causes a rather large amount of noticible lag. Would it have been faster to not do that, or did you need them out of the way?
Former player
Joined: 6/15/2005
Posts: 1711
If you try to play that level yourself you'll see how enormous the lag gets if the spike enemies aren't killed. This was much faster. (And it's Crystal Cavern 4 btw) And Dehacked, the block with the P-switch in it is hit with the cape spin as early as possible. After that, you have to wait for a while before the P-switch can be grabbed/hit, so we stand still for a while. The reason Mario twitches is because the block tries to push him out, but the "walls" are solid of course.
Zoey Ridin' High <Fabian_> I prett much never drunk
Former player
Joined: 3/8/2004
Posts: 1107
At about frame 26100, are you sure that couldn't have been done faster by flying to the left first so you have more rightward velocity by the time you're high enough? Edit: What was the point of using the message block after beating the castle 3 boss? It didn't seem to save any time, and I assume it wasted time to get it, though I'm not sure because I'm too lazy to watch that part again.
Joined: 5/4/2005
Posts: 40
Location: Sweden
Michael Fried wrote:
Edit: What was the point of using the message block after beating the castle 3 boss? It didn't seem to save any time, and I assume it wasted time to get it, though I'm not sure because I'm too lazy to watch that part again.
It didn't take any extra time (i think) b/c they waited for Yoshi to appear, however, the use of the block was meant for CC5 but was made redundant because they figured out another way to do it.
Joined: 6/6/2005
Posts: 124
Hey guys, I'm back, I've been insanely busy the past couple of months. I'm still really willing and eager to help out, so please add me to your "quality control" or even your core group if you ever need more help.
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